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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Nice_Boat on April 27, 2010, 02:05:59 pm

Title: Minefield!
Post by: Nice_Boat on April 27, 2010, 02:05:59 pm
My suggestion is simple - introduce landmines. Guards would react to planting them in guarded towns by shooting the troll that put them down and than disarming them. You should be unable to place them on the entry and door hexes and their surrounding hexes ("you can't put that here") to prevent abuse. You could also have a global mine limit for a given map to keep the use limited and fun. They could be disarmed using traps skill and traps skill would influence the damage, just like with normal explosives. Also, they should be quite expensive, more or less on par with dynamite.

That way:
- Demo Expert becomes much more interesting
- traps becomes something of a valid skill usable outside of your base
- town control becomes a bit more fun
- sneakers would have a bit of a harder time as they tend to have low PE and/or low HP
- you could enjoy a catharthic experience seeing your buddy's leg being blown off after he went to take a leak

The graphics are already there, same with dmg values - see TLA and F:T for that.
Title: Re: Minefield!
Post by: Boradam on April 27, 2010, 02:10:22 pm
A new way to kill Tent thieves!
Title: Re: Minefield!
Post by: Surf on April 27, 2010, 02:13:08 pm
I don't know if I'll regret it later, but I voted for "yay".
AS LONG as there are serious limitations like you already described and can't be abused for teh lulz too easy...
If it is increasing the amount of tactics - yes. If it's there just to have some fun or ruin other players life - no.
Title: Re: Minefield!
Post by: Boradam on April 27, 2010, 02:19:45 pm
If we get mine's, I'm only going to use them in my tent site... Stupid thieves alway's following me..
Title: Re: Minefield!
Post by: vedaras on April 27, 2010, 02:22:19 pm
My suggestion is simple - introduce landmines. Guards would react to planting them in guarded towns by shooting the troll that put them down and than disarming them. You should be unable to place them on the entry and door hexes and their surrounding hexes ("you can't put that here") to prevent abuse. You could also have a global mine limit for a given map to keep the use limited and fun. They could be disarmed using traps skill and traps skill would influence the damage, just like with normal explosives. Also, they should be quite expensive, more or less on par with dynamite.

That way:
- Demo Expert becomes much more interesting
- traps becomes something of a valid skill usable outside of your base
- town control becomes a bit more fun
- sneakers would have a bit of a harder time as they tend to have low PE and/or low HP
- you could enjoy a catharthic experience seeing your buddy's leg being blown off after he went to take a leak

The graphics are already there, same with dmg values - see TLA and F:T for that.

i think that demo expert is already the most interesting profession :>

i also think that this game could introduce primitive traps, like spears coming into you when you step up on a certain place or something. Something like mines would be too powerful.

Fov is back sneakers so sneakers should start to recreate their characters anyway :>

Title: Re: Minefield!
Post by: Sius on April 27, 2010, 03:24:28 pm
Mines are cool but bear traps own them. Cripple your leg, catch you for x seconds or until you use repair on them and of course do some serious dmg. Mines are imho supposed to be "road blocks" and powerful against vehicles but I would love to see some booby traps rather than an actual land mine. Trapping door or some corridor (like the "S" in Redding between casino and bar) with traps that are designed to rather distract then to kill seems way more fun to me than regular mines. Anyway mines should be easy to spot or somehow possible to avoid since it would be another one hit death delivery system (and that sucks in PvP).
Title: Re: Minefield!
Post by: avv on April 27, 2010, 05:49:33 pm
Want... but not yet  8)
Title: Re: Minefield!
Post by: Izual on April 27, 2010, 05:58:32 pm
I vote for it, but not if their crafting requirement is as low as the dynamite's one. It has to be rare ! And also only if :

Quote
You could also have a global mine limit for a given map to keep the use limited and fun

And, if I may add :

- Limited number of mines per user at a time (Like Mercs/Slaves).
Title: Re: Minefield!
Post by: vedaras on April 27, 2010, 06:04:48 pm
I vote for it, but not if their crafting requirement is as low as the dynamite's one. It has to be rare ! And also only if :

And, if I may add :

- Limited number of mines per user at a time (Like Mercs/Slaves).

dude dynamite needs 6 advanced gunpowders.

for example metal armor mk2 needs 5 good metal parts. So you really think that dynamites crafting requirements are too low?
Title: Re: Minefield!
Post by: Izual on April 27, 2010, 06:07:23 pm
If they are so high then why are there still people spam-bombing NCR for no reward ?
Title: Re: Minefield!
Post by: vedaras on April 27, 2010, 06:20:28 pm
If they are so high then why are there still people spam-bombing NCR for no reward ?

because its fun. Its maybe the only fun thing for lvl 21 loner :D
Title: Re: Minefield!
Post by: bipboy on April 27, 2010, 06:48:53 pm
land mines could be less/less powerful but traps more because it is fun.

I am thinking of something craft-able by demolition expert called trigger mechanism (sensor/detonator for high tier traps) and combine trigger mechanism together with certain types of grenade/explosive/spear you can get certain type of trap. It should be work like this

trigger mechanism + spore plant spike/knife/spear = spring trap
trigger mechanism + poison extracts from radscorpion tails = poisonous gas trap (radioactive traps any one?)
trigger mechanism + Molotov cocktail/flamer fuel = fire trap
trigger mechanism + frag grenade/dynamite = explosive trap (land mines?)

sensor/detonator + plasma grenade= plasma trap
sensor/detonator + improved capacitor= electric pulse trap
sensor/detonator + EMP grenade= EMP trap
sensor/detonator + howitzer shell/C4= IDE (this has to be really really rare)

I suppose the current focus is to balance existing weapons and items so we might need some time to see this happening.
Title: Re: Minefield!
Post by: Alvarez on April 27, 2010, 06:58:11 pm
Finally, trap skill will become more useful for both minelayers and defusers.
Very fine idea, as long as minelayer alts don't plaster all passages in Wasteland on regular base without big expenses.
Will we be able to rig your own inventory with a trap, as a little retribution for being killed?
I guess those will be popular.
Title: Re: Minefield!
Post by: Imprezobus on April 27, 2010, 10:10:16 pm
DO WANT!
Traps are part of tactical fights, and way that Nice_boat eplained rules seems to be perfect :>
Title: Re: Minefield!
Post by: Swinglinered on April 27, 2010, 10:43:31 pm
I vote for it, but not if their crafting requirement is as low as the dynamite's one. It has to be rare ! And also only if :

And, if I may add :

- Limited number of mines per user at a time (Like Mercs/Slaves).

Per user--- so people will have to have their brothers, friends, and cousins (all on same LAN) help them mine entire areas.



Title: Re: Minefield!
Post by: Reaver45 on April 28, 2010, 07:47:53 am
well i'm not sure but my guess is that in fallout tactics mines were detected in certain amount of time when in detection range so it was better to not run in minefields because you could explode without detecting it. Something like that could be used here.
Title: Re: Minefield!
Post by: Gunduz on April 28, 2010, 08:28:54 am
I'm all for this. ATM, demo expert has 2 grenades and dynamite. In terms of battle, dynamite is basically useless since you can't throw it (correct me if i'm wrong). It is honestly only good for suicide bombing or reverse pickpocketing (which is extremely hard, usually requires a stationary target, and i'm not even sure if that works). Bipboy's suggestions would work very well for demo expert. They could be spread out among the three levels once Demo 3 is implemented, so you can craft more than grenades initially.

With this another item, the metal detector, could be added as a generic crafting recipe with a high science requirement. When in either hand, some traps (maybe not all types) would be shown in an immediate vicinity. When disarming these traps, there's a very very small % chance (depending on your traps skill/LK or some other stat) that you recover the entire trap.

The metal detector could also then be used in random encounter maps to find other things, like junk, EP, or a few caps, that could be dug up with a shovel (making the shovel more useful). Or even in some quests where the NPC tells you to go find x item on a very large spawned map.
Title: Re: Minefield!
Post by: Roachor on April 29, 2010, 04:22:35 am
I like this detector thing, you should make a suggestion thread about it.
Title: Re: Minefield!
Post by: Mr Feltzer on April 30, 2010, 02:31:01 am
I Want This, Mines would be epic. ( Dont they Already Exsist? I saw some dude Putting Mines down in NCR, Lol )
Title: Re: Minefield!
Post by: RavenWolf on April 30, 2010, 04:35:50 am
mines and traps will add more strategy and fun for this game. I vote for it.
The max amount of mines should be based on traps skill, this way can prevent a char to craft mines and give to friends to turn maps in minefields.

With this another item, the metal detector, could be added as a generic crafting recipe with a high science requirement. When in either hand, some traps (maybe not all types) would be shown in an immediate vicinity.

radio+caculator = metal detector. XD